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Papay-Shooter/weapons/knife.gd
T
Nicholas ButzkeandClaude Fable 5 df0bf18e0f feat: real per-weapon reload/recoil choreography + knife slash, fully matte hair
Weapons no longer reload by spinning the gun 360 (that was the upside-down
flip; nothing detached). New ViewmodelAnim module drives per-style manual-of-
arms sequences on the existing model_root + named arm pivots, with a temporary
magazine/shell/rocket/cell prop that visibly leaves and returns to the gun:

  - mag     (M4/AK/MP7/DMR): roll gun to present the well, hand rips the mag
            down and away, fresh mag up, seat, charge. Gun stays UPRIGHT.
  - boltmag (AWP): mag swap + a distinct bolt-cycle rock.
  - break   (double barrel): hinge open, flick both shells out, drop fresh
            shells in, snap shut.
  - tube    (rocket launcher): tip the tube in, shove a rocket home, shoulder.
  - cell    (plasma/nail gun): glowing energy cell swapped on the side.

Per-shot viewmodel recoil kick (ViewmodelAnim.apply_kick) scaled by each
weapon's recoil_amplitude, so an AWP slams and an MP7 chatters — replaces the
old flat model behaviour. Weapons expose reload_style; base classes call
play_reload / stop (on unequip) / apply_kick.

Knife: the old barely-visible flick is now a real diagonal slash that
alternates backhand/forehand, whips the blade through screen centre, and
fires the third-person melee arm-swing action (synced to other players).

Hair/materials: specular fully to 0 (even a 2% stepped glint swept as shine
across Taila's hair when the camera moved); rim trimmed to a whisper. Fully
matte cloth/hair now.

Verify: debug/fp_weapon_capture.gd screenshots each weapon's reload phases,
the knife slash, and the fire kick.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-21 00:26:29 -04:00

168 lines
5.6 KiB
GDScript

extends Node3D
class_name Knife
var weapon_name: String = "Knife"
var base_damage: float = 100.0
var max_range: float = 3.0
var fire_rate: float = 0.5
var fire_cooldown: float = 0.0
var player: CharacterBody3D
var camera: Camera3D
var model_root: Node3D
var auto_switch_slot: int = -1
var is_swinging: bool = false
var default_pos: Vector3 = Vector3(0.3, -0.3, -0.945)
var fire_sound: AudioStreamPlayer3D
func _ready() -> void:
set_process(true)
set_process_input(true)
model_root = Node3D.new()
add_child(model_root)
_build_model()
position = default_pos
func _build_model() -> void:
var model_scene = load("res://assets/weapons/knife/source/Knife.fbx")
if model_scene:
var model = model_scene.instantiate()
model_root.add_child(model)
model.scale = Vector3(0.125, 0.125, 0.125)
model.rotation_degrees.y = 270
for light in model.find_children("*", "Light3D", true, false):
light.queue_free()
var mat = StandardMaterial3D.new()
mat.albedo_texture = load("res://assets/weapons/knife/textures/Color Palette.png")
for child in model.find_children("*", "MeshInstance3D", true, false):
child.set_surface_override_material(0, mat)
# Audio (reusing shotgun reload or something generic for now, ideally a swish)
fire_sound = AudioStreamPlayer3D.new()
fire_sound.bus = "SFX"
fire_sound.stream = AudioManager.stream_for("knife_swing", "res://assets/sounds/knife_swing.wav")
fire_sound.pitch_scale = 1.2
fire_sound.volume_db = 0.0
model_root.add_child(fire_sound)
func _process(delta: float) -> void:
if fire_cooldown > 0.0:
fire_cooldown -= delta
func _input(event: InputEvent) -> void:
if not visible or is_swinging:
return
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
return
if event.is_action_pressed("fire") and fire_cooldown <= 0.0:
_swing()
func do_quick_melee(prev_slot: int) -> void:
auto_switch_slot = prev_slot
if fire_cooldown <= 0.0 and not is_swinging:
_swing()
else:
if auto_switch_slot != -1 and get_parent() and get_parent().has_method("_equip_slot"):
get_parent()._equip_slot(auto_switch_slot)
auto_switch_slot = -1
var _swing_alt: bool = false # alternate slash direction each attack
func _swing() -> void:
is_swinging = true
fire_cooldown = fire_rate
_swing_alt = not _swing_alt
if fire_sound:
fire_sound.play()
# A real slash: windup opposite, then a fast diagonal arc THROUGH screen
# centre with the blade leading, alternating backhand/forehand.
var s := 1.0 if _swing_alt else -1.0
var tween = create_tween()
# Windup: cock back and up on the swing-origin side, blade rolled outward.
tween.tween_property(self, "position",
Vector3(0.55 * s, 0.05, -0.55), 0.08).set_ease(Tween.EASE_OUT)
tween.parallel().tween_property(self, "rotation", Vector3(
deg_to_rad(35), deg_to_rad(70 * s), deg_to_rad(-70 * s)), 0.08)
# Slash: whip across to the other side, low — a full diagonal cut.
tween.tween_property(self, "position",
Vector3(-0.55 * s, -0.42, -0.80), 0.09).set_ease(Tween.EASE_IN)
tween.parallel().tween_property(self, "rotation", Vector3(
deg_to_rad(-25), deg_to_rad(120 * s), deg_to_rad(-100 * s)), 0.09)
# Follow-through drift before recovering to guard.
tween.tween_property(self, "position",
Vector3(-0.62 * s, -0.5, -0.72), 0.06)
tween.tween_property(self, "position", default_pos, 0.18).set_ease(Tween.EASE_OUT)
tween.parallel().tween_property(self, "rotation", Vector3.ZERO, 0.18)
# Third-person: the model swings an arm (synced to other players too).
if player and player.has_method("_trigger_action"):
player._trigger_action("melee")
# Damage lands mid-slash.
get_tree().create_timer(0.12).timeout.connect(_do_damage)
# Finish swing
get_tree().create_timer(0.41).timeout.connect(_finish_swing)
func _do_damage() -> void:
if not camera: return
var space_state = camera.get_world_3d().direct_space_state
var origin = camera.global_position
var forward = -camera.global_transform.basis.z.normalized()
# 1. Area damage using a sphere
var shape = SphereShape3D.new()
shape.radius = max_range / 2.0
var shape_pos = origin + forward * (max_range / 2.0)
var query = PhysicsShapeQueryParameters3D.new()
query.shape = shape
query.transform = Transform3D(Basis(), shape_pos)
if player: query.exclude = [player.get_rid()]
var results = space_state.intersect_shape(query)
var damaged_targets = []
for res in results:
var col = res.collider
if col.has_method("take_damage") and not damaged_targets.has(col):
# Simple line of sight check to prevent hitting through walls
var los_query = PhysicsRayQueryParameters3D.create(origin, col.global_position)
if player: los_query.exclude = [player.get_rid()]
var los_result = space_state.intersect_ray(los_query)
if not los_result or los_result.collider == col:
col.take_damage(base_damage, col.global_position, player)
damaged_targets.append(col)
# 2. Wall decal using a raycast down the center
var ray_query = PhysicsRayQueryParameters3D.create(origin, origin + forward * max_range)
if player: ray_query.exclude = [player.get_rid()]
var ray_result = space_state.intersect_ray(ray_query)
if ray_result:
var col = ray_result.collider
if not col.has_method("take_damage") and (col is StaticBody3D or col is CSGShape3D):
ImpactSpawner.spawn(get_tree(), "slash", ray_result.position, ray_result.normal, 0.5)
func _finish_swing() -> void:
is_swinging = false
if auto_switch_slot != -1 and get_parent() and get_parent().has_method("_equip_slot"):
get_parent()._equip_slot(auto_switch_slot)
auto_switch_slot = -1
func unequip() -> void:
# If we are swapped manually, reset state
is_swinging = false
position = default_pos
rotation = Vector3.ZERO